Well, another year of Ambercon has come and gone and I once again find myself looking forward to the next.
Looking to get rid off a lot of my extra stuff and in doing so, prepare for my impending move, I brought RPG books to sell and comic books to give away with me this year. Selling cheap RPG books and giving away comics made sure that I ended up seeing a lot more people at the con this year than I usually get to. It was really great seeing everyone and I had a fantastic time.
Now, for reviews of the games....
Slot One: Dr Qua and the Glass of Suffering
Description: The crew of the Ghitu's Fire have been to most of the major ports in the world, but there is one that they have wisely avoided until now: Imrryr, capital city of Melnibone. For 10,000 years, the bright empire of Melnibone ruled the world. The fae-like folk of Melnibone are not human. Their race is far older than humanity. Through ancient pacts with demon gods, they shaped the elements and lands to their liking. They tamed dragons and rode them to conquest.Age has dulled the bright empire, tarnished its beauty and weakened its people. The empire rots from within but it is still a source of great wealth. It is the promise of great riches that has brought your ship to Imrryr and it is this greed that may lead you to the greatest adventure you have ever seen.
Mechanics/Restrictions: This is a diceless game set in Michael Moorcock's dark fantasy world of Stormbringer. The system is a variation of the Amber DRPG. Pregens will be provided. Mature players only.
This game was actually an adaption of a Chaosium adventure for Stormbringer. I liked the basic concept and had run it in Savage Worlds recently for some local friends. When I ran it in SW, the players deviated quite a bit from the plot in the beginning, exploring Imrryr a bit and the ending needed to be rushed. I came up with the idea that the game may work better in a diceless setting, as a lot of the big epic battles (a staple of Moorcock's novels) take too much time to dice out but can be done in a few moments in a diceless game.
Again, the scenario ran into problems. While there are limited chances to explore in the adventure, there is a lot of time where the PCs are more along for the ride as they can't see many options besides going along with Dr. Qua's schemes. While part of this works well for a one-shot game, keeping the PCs and the plot moving so it can be finished in 4 hours, it also seemed to have left the players frustrated. The players still seemed to have some fun but it was a weaker start to the con than I would have liked.
Slot 2: Brave New Genosha
Description: Erik Magnus Lehnsherr, AKA Magneto, has been called a terrorist and a visionary. Now, he has the world on the brink of war. In international waters, he and his "Brotherhood of Mutants" created an island, a new nation for mutants to come and "live in peace." The American President, Lex Luthor, held a press conference and vowed that he will bring Lehnsherr to justice for the attack on Cape Citadel and numerous other acts of war done by Lehnsherr and his Brotherhood. Shortly after its creation, the nation of Genosha was given rogue state status and a new deck of 52 was released with Lehnsherr as the Ace of Spades. As spokesman for the Justice League of America, Superman stated that they hope that a peaceful resolution can be found but the JLA will stand ready to assist the U.S.A. in whatever action the nation decides. The Avengers have not been available for comment and there are rumors that the team has broken up because of differing opinions on this issue.As a member of the X-Men, a secret group of mutants trained and led by Professor Charles Xavier, you've been taught that mutants and mankind can...must...live in peace but now the X-Men's mission seems more hopeless than ever. Can a small team of mutants keep the world's superpowered men and women from war? In the wave of anti-mutant hysteria, will Senator Kelly's Mutant Registration Act get passed and how will that affect Professor X's mission? In these insane times, will the X-Men be the only voice of reason or can they convince the world's leader's to find a peaceful solution?
Mechanics/Restrictions: Players may play almost any superhero or supervillain from DC or Marvel comics. Characters must be ones who would believen in Xavier's dream and should be members of the X-Men (although we can discuss other options). Character histories can be changed to fit into this alternate history. For example, the Teen Titan's Beast Boy could be a shapeshifting mutant and a member of the X-Men in this setting. This game will be run system-less, so character descriptions and histories are all that will be required for character creation.
Damn, this game was a blast. Characters were: Spider-Man, Nightcrawler, Longshot, Rachael Summers, Rogue and Catwoman. The game began with Rogue and Gambit on a date when Rachael Summers comes back from the future to warn Professor Xavier that the coming war between the United States and Genosha would tear the world apart and create a world where Lex Luthor and his Sentinel army hunts down all the mutants on earth. Peter Parker was assigned by the Daily Bugle to attend a press conference in Genosha with reporters from several papers around the world, including Lois Lane and Jimmy Olsen from the Daily Planet. (I sadly, realize now that this could have been a chance for a Creeper cameo. Oh, well.) As he was prepping to leave, Mary Jane turns on the TV and there is a new reports of these blue guys floating down the streets of Manhattan. Pete swings out the window to keep an eye on things and perhaps take pictures.
Cut to: The X-Mansion as the X-Men (and Selina Kyle, visiting Professor Xavier) are meeting Rachael Summers, a blue guy that Rachael explains are "O.M.A.C.s," a type of super-sentinel that is developed in the future, begins attacking the mansion with some standard sentinels. The X-Men and students manage to defeat the sentinels and escape to a safehouse Xavier had prepared. They find out during the escapes that these blue guys have been sighted elsewhere in New York. Selina takes a few of the X-Men with her in Scott Summer's Dodge Viper (stealing it) as she has an urgent thing to do and Xavier says to take some back-up. Rogue, Gambit and Nightcrawler go with her.
It turns out that Catwoman's secret mission was to check on her daughter, a daughter she has with Magneto years ago and had kept secret from him. They are confronted by the JLA there who have been informed by the US Government that the apartment was the headquarters of a Brotherhood cell. After a obligatory fight with the JLA, the heroes manage to come to an understanding and work together to figure out was really going on.
Meanwhile, Spider-Man had attached a spidey-tracker to Sabretooth before he was snatched by a Sentinel and the remaining PCs, Angel and Wolverine went to check out where the Sentinels had taken Sabretooth. Rachael Summers discovers a base holding several mutants.
Shortly, the X-Men and JLA were planning two missions, one to save the mutants held by "Weapon X" and one to sneak into Genosha and confront Magneto with Rachael's revelations that 1- Magneto was being manipulated in her past by someone and 2- His actions lead to the future hell-on-earth.
Fairly shortly, there were super-brawls tearing up the Weapon X base, Longshot released the Doomsday creature from Weapon X while releasing their prisoners, Catwoman, Rogue and Wally West talk to Magneto, The Doomsday creature shows up in Genosha, to attack Superman who was with Peter Parker in the press corps, disguised as Kent and all sorts of craziness starts to happen. By the end of the scenario, the manipulator was revealed, the future was changed and Peter Parker got a picture of Superman getting kissed by a She-Doomsday. Yeah, the last couple hours got a bit crazy. It was a really fun ride and my favorite game of the con. (Not that all my other games weren't great fun and had fantastic players, just that this game had me in stitches.)
As I said after running Brave New Krypton, I have again come away with the plan that I need to run these "Elseworlds" games at cons from now on.
Slot 3: Light and Shadow in the Dreaming City
Description: Welcome to Murias, ancient home of the Tuatha de Danann. Murias, located halfway between the ethereal realms and the waking world, is a world where magic lives side by side with technology. The walls of Murias keep the residents safe from most outside threats, but sometimes the nightmares find a way into the dreaming city. When this happens, the job of keeping the city safe falls to the Demon Hunters, men and women with extraordinary abilities who spend each night staring into the abyss. Let he who hunts monsters take care, lest he become a monster.Mechanics/Restrictions: Players may contact the GM before the convention to create a character or choose to return with a character played in previous Dreaming City games. If playing a returning character, players will have additional points to spend on their characters. Pregenerated characters will be available at the Convention.
This game also went amazingly well. I'll be trying to write a re-cap of the game's events at some point. The players had a lot of fun and I was impressed at where the story took the city. This game went in with the least planning of all my games and turned out as one of the best. In previous years, I felt underprepared for games but this year, I saw that the less prepped games turned out better. Lesson learned: I need to quit overthinking my games. A general plot and a folder of NPCs serves me best.
Slot 6: Morpheus Calling
Description: What was the Black Road? You think you know, but you don't have the whole story. A new arrival in Amber raises questions that can only be answered in the Matrix. Are you sure you want to know the truth? The final chapter in the Morpheus series.Charcter Generation: Before Con based on 160 points
A fantastic ending to a campaign that had its ups and downs. The players did some great roleplaying and for the first time, I ran a game that felt like a traditional Amber game as with less players, there was plenty of time for the PCs to work their own plans and manipulations. A lot of the game got to take place in the Matrix this year. The last couple episodes took place mostly in Amber and shadows of the real, which was one of the faults I think with the last few Morpheus games. This game has scenes that took place in many of the "real" locations: Amber, Rebma Village, Moon-base Tyr and the Cave of Sorrows but the game ended as it started: a huge adventure in the Matrix, revelations about the world.....and one last thing:
20 years after the final destuction of the Matrix, Aeryn woke up next to her husband, John and looking at ceiling she saw numbers and symbols scrolling down the ceiling. Feeling a pain in the back of her neck she reached back there to feel sort of metal thing stabbed in the back of her neck. Then it was gone and the symbols went away, leaving her in the dark to wonder.
Would she take the blue pill again?
Again, thanks to a great group of players who have played in the Morpheus games over the years.
Slot 8: Tunnels and Terrors in the Dreaming City
Description: Murias, ancient home of the Tuatha de Danaan, has gone through a lot of changes since the Aes Sidhe opened its gates to mortals. Many of the technological conveniences of the modern world have been added and coexist with the ancient magics of the city's fae denizens. These days, the elevated trains are the easiest way to move from district to district, but in the 1950's there was an attempt to build a subway for Murias. The builders dug beneath the city's earth and found such chaotic magics in the city's foundation that the project was abandoned. Now, half-finished subway tunnels have become a haven for pirates, smugglers and others that wish to move around, out of sight from the city's authorities. Now, something has
awakened beneath the city's streets and the very foundation of the city is threatened. Can a small band of demon-hunters survive the horrors that they will find beneath the dreaming city?Mechanics/Restrictions: Players may contact the GM before the Convention to create a character or choose to return with a character played in previous Dreaming City games. If playing a returning character, players will have additional experience points to spend on their characters. Pregenerated characters will be available at the Convention.
While the second game's scenario didn't flow as well as the slot three game, it still worked out in the end. The PCs added in this group have really helped to flesh out the city and I have to give special kudos to Cal Rhea's fantastic Necromancer, Phineas. Cal earned himself drama points (part of the system that rewards players taking extra cool actions) on more than one occassion because he gave such cool descriptions of his character's Necromantic rituals. I don't know if Cal ever runs games but seeing how easily he came up with such rich descriptions of his character's actions (not the first time I've noticed this in games with Cal), I hope he does. I bet he's be a great GM.
The heroes investigated the zombie-demon pirates that were popping up all over Muriasa, rescued some kidnapped girls from being sacrificed to some ancient entity trapped in the ether (one whom the slot three group found out the name of) and managed to make one very powerful enemy. As in the other Dreaming City game, the players seemed excited about the possibility of more adventures in the Dreaming City. (I am already starting to brainstorm ideas for the games I will run at Ambercon NW in the Fall.
Overall: I've heard it said a few times by other people and I echo the sentiment. This was the best year I've had at ACUS yet, even though I wasn't able to attend all the slots or play in any games. While the hotel still had problems (a leaky roof and long waits for food in particular), I had a fantastic group of players in my games, got to chat with lots of different people I don't see often and am extremely pleased with how my games turned out.
With my body so used to getting up and starting work at 4am, gaming until midnight or later each night did some wear and tear on me (as I still ended up waking up by 6am each morning), but it was worth every bit.
Posted by Nuadha at April 4, 2006 1:46 PMSounds terrif. Sorry I missed you.
Posted by: Arref at April 4, 2006 2:26 PMI had a pretty good con too. The Slot 8 Dreaming City game was fun; I wish I'd been able to attend the Slot 3 game as well.
I've long since come to the conclusion that convention games are unlikely ever to be great experiences for me, gaming-wise, but I keep going to ACUS every year because there are so many cool people (you included) whom I only ever get to see there.
Posted by: Metal Fatigue at April 5, 2006 12:58 AMI really enjoyed the Morpheus game. It was great to have Aeryn finally find John and the others, after spending all those games searching for them. Or at least think she did. :)
Posted by: Kris F. at April 5, 2006 1:02 PMIsn't Cal a hoot to GM for? He's been an endless font of invention and brilliant details in Blaze of Glory.
I think I heard him say Sunday night that he GMs (a lot?) at home, so he doesn't GM at the con.
Posted by: Sol at April 5, 2006 4:33 PM